Review Information
Game Reviewed Luigi Doesn't Drink A Glass of Milk, by LangtonLion64
Review Author Roo
Created Sep 12 2020, 2:50 PM

General Commentary and Game Overview
LangtonLion does it again.
 
Pros EVERYTHING
 
Cons ...except the Bean fight's difficulty. And the slowness of the dialogue. So not quite everything, but close enough.
 
Impressions
Gameplay
9 / 10
The game plays very nicely. It's definitely not a "top 10 game", but it works very well for what it is. I did occasionally end up using the vacuum when I wanted to shoot or vice versa, but it wasn't game-ruining. The Bean fight was also oddly difficult. I beat the final boss fight in like a fifth of the time it took me to beat her alone.

Also, it's not exactly "gameplay", but the dialogue scenes could have been paced a bit better for people who can read fast. If you ever make "Waluigi Might Or Might Not Drink A Glass Of Milk", I highly suggest making it so that the player doesn't have to sit there for ages, waiting for the next piece of dialogue.

I also really like how you used lesser-known Mario enemies here and there #FlurryForSmash
 
Graphics
10 / 10
Very nice art, for the most part. The L on Luigi's hat being backwards for his left-facing sprites almost made me give this a 1/10, but ultimately my nicer side prevailed.
 
Sound
10 / 10
Excellent music choices and great sound effects. Some of the dialogue sound effects did get a bit grating eventually, though.
 
Final Words
10 / 10
This is peak fangamery.

Comments
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LangtonLion64
Sep 16 2020, 8:38 PM
Well, I'm glad you liked it enough to give it a 10/10! Either way, looking back on the game, I agree there's definitely some issues in places.

Regarding the dialogue, did you try holding SHIFT or CTRL? It should be able to speed up the text scroll. And ENTER skips a text-box entirely. Regardless, I think I might have had too many compulsory dialogue boxes outside of cutscenes, so there's quite a bit of stop-and-go. Especially with the E. Gadd upgrades, particularly with how long each message is, and how many upgrades there are. You can't really afford to skip them, because then you wouldn't know what the upgrade even did. If I made the game again, I'd probably have less upgrades and/or make the upgrade descriptions more to-the-point. The other thing I don't like so much now is the long dialogue-heavy Princess Dairy/dream interval, which might be a drag for those doing speedruns, so maybe I should've added an option to skip all of it.

And regarding the boss fights, I'm having a hard time figuring out why people have difficulty with Bean. Is it the amount of damage the explosive beans do? Is it how fast they fall? Should I have provided more milk at the checkpoint? Also, with the bosses as a whole, I realised that people where finding the later bosses easier than the earlier ones. Maybe I didn't do a very good job at balancing them according to the upgrades you receive, even though I *was* testing them with different upgrades during development. I will say though, the third level's boss (being specific would be a spoiler) used to be quite a bit harder before I tweaked how much damage they do. Ah well.
 
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Roo
Sep 17 2020, 12:05 AM
Quote (LangtonLion64 on Sep 16 2020, 11:38 PM)
And regarding the boss fights, I'm having a hard time figuring out why people have difficulty with Bean. Is it the amount of damage the explosive beans do? Is it how fast they fall? Should I have provided more milk at the checkpoint?

The falling speed of the explosive beans, especially when combined with the slowing effect of the coffee, is definitely part of it, but funnily enough, I feel like the collapsing platform things are probably the biggest "offender". I thought I was just bad at remembering things, but then I watched Vinny's playthrough and he died by falling into a pit because of the nut blowback several times in a row, so clearly it's a universal problem. Maybe the platforms could be red when they're facing down or something similar.
 
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LangtonLion64
Sep 17 2020, 12:10 AM
Quote (Roo on Sep 17 2020, 1:05 AM)
The falling speed of the explosive beans, especially when combined with the slowing effect of the coffee, is definitely part of it, but funnily enough, I feel like the collapsing platform things are probably the biggest "offender". I thought I was just bad at remembering things, but then I watched Vinny's playthrough and he died by falling into a pit because of the nut blowback several times in a row, so clearly it's a universal problem. Maybe the platforms could be red when they're facing down or something similar.

I thought darkening the platform and adding a downward arrow would be enough to show that it was fall-through. Maybe I should have had them straight up get destroyed, or fall down, before re-appearing when they need to.

I also just realised, the beans should probably fall slower when they're in the coffee. That might've made that easier.
 
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